Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tartiflette

Pages: 1 ... 192 193 [194] 195 196 ... 235
2896
General Discussion / Re: Let's Play
« on: April 01, 2015, 10:24:41 AM »
When I use those faction mods, should they be used with any other mods as well?  Should I just focus on a short LP with just the faction?  That would highlight it I suppose.
Dependencies are generally well displayed in the mods pages, most of the time is only LazyLib, ShaderLib, and if you use Scy you also need TwigLib.
Everything's neatly linked from here.

2897
Yeah, it's fine by me, PD AI plus advanced turrets plus the weapons OP cost, that's a very inefficient setup compared to dedicated PD weapons.

2898
While Acheron serve it's role of being a dead end when you don't know how to access to Tartarus, it's pretty barren and boring. That's sad because there is a lot of space to add stuff. And that's exactly what I did: You can now find there two stations, an old almost abandoned pirate hideout, and the independent Prism Freeport. The main trade items of this station are weapons and ships. Lots of very high-end weapons and ships from all origins... But the prices are also very, very high-end!


(I'm aware of the typo, it's corrected now)

2899
Tartiflette cast Necroing
It's very effective!

https://www.youtube.com/watch?v=8vlAi7I_aVQ

P9 is about to come back and I helped Zudgemud with a new fun ship.
This is a AI battle, I didn't touch the controls. Also since it was for testing the ship-system, I made it almost invulnerable.

The ship also feature a wobbly jelly frame:


2900
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 01, 2015, 04:34:34 AM »
@Xenoargh
I think you went a bit too far on the saturation with CrazyDave's ship. While it would be consistent with your sprites, Vanilla has much more washed out colors, like the original sprite you worked from. Even Mendoca's ships that are generally more colorful aren't very saturated, and they fit better in my opinion.

2901
@Xanderzoo
This tutorial is so outdated it hurts. You should just take one of the clean mods as a template like Mayorate, Shadowyard or Junk Pirates.

2902
General Discussion / Re: Let's Play
« on: March 31, 2015, 07:31:36 PM »
I checked a couple of your let's play already and I can tell you, you're better that most. I'm looking forward for your next season when you start using faction mod!

2903
Modding / Re: lets mess around with generators
« on: March 31, 2015, 07:23:43 PM »
Yeah, this is definitively the kind of things that require to rewrite a significant amount of vanilla code (in this case the whole fleet spawning script) It's possible to do it, but that's a SS+ level of modification, not a small time tweak.

2904
Huh? That's unexpected... It wasn't the case when the vibration was less wide but I can see how it could act like that now. Mmmh, I'll add a small cooldown then to prevent it from being too good as a PD and maybe make the vibration start quicker. Gotta test it further, thanks for the heads up!

[EDIT] okay I think I got something nice now: I slightly reduced the turn rate, increased the delay from 0.5s to 1s and added 0.25s charge-up and down. Now it's okay to kill Pillums at long range, but can't track fast moving missiles. The damage against normal targets is unaffected. I just uploaded yet another patch because the weapon is quite OP without this change.

2905
Working on improving the visual effect of the Overcharge:
Spoiler
[close]
In addition to the current red hot tubes, I added some small random sparkles, a big trail and I'm working on adding a sound.

[EDIT] Sound's working  8)!
[EDIT2] Uploaded since only a handful of people got the Dev 2 already.

2906
New DEV version, with a refined Stymphalian Bird frigate and a LOT of polish on things that worked less than correctly. But please be warned, this one WILL BREAK SAVES!


WARNING This update will break saves, and some weapons will NOT be transferred using Dark.Revenant's Save Transfer mod WARNING
WARNING This update will break saves, and some weapons will NOT be transferred using Dark.Revenant's Save Transfer mod WARNING


UPDATED   Require Debido's TwigLib.   UPDATED
Require LazyWizzard's LazyLib.
Compatible with LazyWizzard's Version Checker.
Compatible with Histidine's Nexerelin.
Play nicely with other mods including Dark.Revenant's Starsector+


I still have some work before calling it complete but we are nearing it. The highlights of this new Dev are:
 - The Burst Repeater Beam PD is reverted to the old Vibrating Beam, but with a major buff and better behavior. It can fire continuously and is more efficient than a Tactical Laser. On the other hand it still has troubles against any armor and is completely useless as PD.
 - The Telchine Miner ship received a significant boost to it's main weapon: it now tear any ship to shred at a constant rate whether it's a frigate or a capital-ship. It's still unable to deal the slightest damage to shield however. It's still definitively a civilian ship, but an annoying one...
 - The Atfi fighters are now equipped with short range missiles instead of Coasting ones. The Interceptors wings for both fighter types also received a buff to their main weapon.
 - The Medusa frigate received a massive boost to it's EMP Nova ship-system, turning it into an ace-up-the-sleeve if you can use it at the right time. It's unlikely to survive though. The system AI still need some work though.
 - And finally the Stymphalian Bird super-frig has been a bit refined: the main gun has a shorter range making it more dangerous to use, but the system can be used more often. I still need to improve the feedback of the Overcharge. done and uploaded

Did I warned everyone that this update will brake save? They won't perfectly transfer either because I finally got around unifying all the weapons old IDs with the more recent names: the transfer won't be able to find those weapons that changed. Also the mission variants using those weapon will crash the game, please reset those.

CHANGELOG
Spoiler
Code
v0.9
WIP

 - Added Stymphalian Bird frigate: Next generation frigate of immense power but extreme rarity. Specifically designed to take on Capital ships, fares much worse against fighters and other frigates. (You can imagine the damned child of an Hyperion and a Nevermore)

 - Added Dual Laser Torpedo rack for 5 OP, reduced single Laser Torpedo to 3 OP from 4
 - Nexerelin compatibility
 - Intel Chip commodity. Very valuable and only dropped by some specific Scy fleets
 - Spy fleets. Well, those fleets.

BALANCE

 - Nerfed the Megeara:
Teleporter, three charges instead of two, but recharge delay raised from 10 to 30 seconds
Phase, upkeep raised to 7.5% flux per second from 5%.
 - Baliuses FP reduced from 7 to 5.
 - Significantly buffed the Telchine miner ship hull and armor
 - Buffed Telchine's Deconstruction beam to reduce the target's HP 1% per second: same speed for a capital ship or a fighter. Still useless against shielded targets.
 - The siren now only deploy two drones at once
 - Slasher beam flux usage reduced to 313 FPS from 645 (near 1:1 ratio), also has a new hit visual effect.
 - Burst Repeater Beam reverted to Vibrating beam but now fire continuously, with a much better flux efficiency and range. It's now a potent support weapon against frigates and destroyers, but not efficient against fighters.
 - Corrected Medium and Large HeMor flux requirement.
 - Slightly reduced the Focus Beam flux requirement.
 - Vastly buffed the Medusa frigate's EMP Nova ship system: in addition to overloading every ships in a 1500 SU radius, the EMP also disable some weapons and engines, causing flameouts and confusion in the enemy fleet... And your own allies if you didn't took care to hold them back!
 - Interceptor fighters flak now fire continuously.
 - All Atfi wings received short range missiles instead of coasting missiles

BUGFIXES/IMPROVEMENTS

 - Improved feedback on the effect of various hullmods and ship-systems
 - The minigun is no longer animated while venting or at max flux.
 - Improved placement logic for the random position of Acheron.
 - Some offseted hardpoint sprites have been corrected.
 - The Siren main gun now properly affect Twig ships.
 - Hacking Commlink now properly affect Twig ships.
 - Miner ship's drone's GravGuns now properly affect Twig ships.
 - Anti-missiles now target nearby fighters if there aren't any missiles to intercept.
 - Built-in hull-mods no longer clutter the list.
 - Improved AI for the Precision Gear ship-system: it no longer activate when retreating or when the targets a way out of range even with the system active.
 - The Talos shield now unfold at normal speed when not using the Stasis Shield ship-system. Behavior improved and the shield can be modified by other weapons/ship systems.
 - added SS+ "Drive Shunt" to the incompatible hullmods list

 - General cleanup of unused scripts and non matching names. Lot of "under-the-hood" improvements and some preparations for future SS+ integration
[close]

And now let's see how many people ask if it will break saves or complain that Save Transfer didn't worked...

2907
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 29, 2015, 03:59:55 PM »
The incompatibility with Nexerelin is already mentioned in the Nexerelin thread, as it should. There is no reason for having it in the SS+ thread since it doesn't concern this mod.

2908
General Discussion / Re: A disturbing trend is arising...
« on: March 29, 2015, 01:14:00 PM »
What need fixing? It's a matter of playstyle, not a game mechanic flaw: you want risk then just attack big fleets. "Fixing" it might just make the game too hard for most, frustrating, or encourage even more grinding in iron mode.

2909
Mods / Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
« on: March 29, 2015, 04:21:53 AM »
I like the idea of a hard-to-capture capital, but you don't want to make it too tedious for the players either.  There should be a middle ground, even if it requires subjecting the NPCs to slightly different rules.
That's why I suggested reducing the stability: if it's the last bastion you can imagine it won't have many places to trade with a get various shortages, and you can reduce it further with agents. Maybe not under 2 though to keep some capture challenge.

2910
Mods / Re: [0.65.2a] The Knights Templar v0.9.4b
« on: March 29, 2015, 04:02:16 AM »
I agree for the Clarents. Yes, they are terrifying when they're fired at you. However Templars are always outnumbered and won't have enough missiles to take down the entire enemy fleet. They will rapidly slaughter one or two big ships but they'll have to use their other guns for the rest. And yeah, a bunch of reapers are better for your flagship. For the AI however? Nah.

Clarents aren't that much of a big problem on the ships, it's the fighters that could spam them endlessly that were the big source of frustration with those missiles. True now they can be intercepted like normal missiles, but on the other hand the spamming is still a thing and you can't hope to dodge them now. Instead of a small chance to avoid damage in a super fast frigate, all ships can now defend themselves evenly. I'll have to try them, but from here I think it's a good change.

Pages: 1 ... 192 193 [194] 195 196 ... 235